Sunday, August 19, 2012

GDC Europe diary

I heard a story about how a certain indie developer fled from an angry mob.


He and a friend wanted ice cream, so they went to a remote island famous for ice cream.


Unfortunately, he ended up punching a clown in the face for some reason.


It was implied that the clown was particularly beloved by the small remote town specializing in ice cream, so a large mob quickly formed to attack said indie designer.


His friend jumped on a nearby motorcycle and started speeding off.


The indie designer ran after the motorcycle, just barely jumping onto the back. They escaped, but they never got any ice cream.

Monday, August 13, 2012

BRB. GDC Europe.

Blog updates are on the backburner for this week... I'm currently in Cologne, partying the only way Europeans know how / crunching on the last touches on my slides. I recently ran through the whole thing and I came in at just under 50 minutes, so I'm pretty happy with how it's going.

If you'll be at GDC Europe, come see my talk on Tuesday at 5:30 in Congress Saal 2, 4th level. I don't know if I'm getting recorded, but if I am I'm sure it'll be in the GDC Vault or something.

Wish me luck!

Friday, August 10, 2012

The flat as art; the aesthetics of UV maps.


So the celebration of visual arts in video games like "Into the Pixel" is cool in one sense, but a little dishonest in another -- concept art is not video game art -- that is, it's not the art asset that goes into the game. Rather, I'd argue that the more authentic video game art is the sprite sheet, the texture atlas, the lightmap, the UV map. It's all about the flats. Understanding them requires understanding games on some level. ("UV means ultraviolet, right?")

I propose three aesthetics / three approaches to appreciating the flat:

Wednesday, August 8, 2012

"In Ruins" by Tom Betts


"In Ruins" is a first person procedural platformer-explorer thing. Spoilery critique after the jump:

Tuesday, August 7, 2012

How to dig holes in Unity3D terrains.


UPDATE FOR 2019: This post is 7+ years old, and new versions of Unity have updated the Terrain system. In principle, this technique should still work -- but the specific code and variable names are probably broken. I have no plans to update this post. Good luck.

Say you're making a Unity game that takes place in a large landscape dotted with windmills, and some of these windmills have tunnels that lead underground. But in Unity, the terrain collider is generated from heightmap data: it's essentially one giant bumpy plane. You can't punch holes in it.

Can we hack it to achieve the same result? Yep. Here's one way, there are two parts to it:

1) Hiding a piece of terrain geometry with a "depth mask" shader.
2) Disabling the collider so the player (or whatever) can pass through the hole, but collides with terrain other times.

If you need more detail, here's my specific implementation:

Saturday, August 4, 2012

On "Gaymercon"

The main perpetrators behind pushing "video game players as a political identity," or the existence of "gamers," are the industries and companies who seek to profit from it. I have no objection to corporations interacting with politics as long as those interactions are visible and transparent -- but the "gamer" was invented, and is still largely owned, as a marketing ploy ("Buying Call of Duty is a form of personal expression!") and if you believe otherwise then you're fooling yourself at the behest of whoever makes these incredibly patronizing ads.

However, I'm content to let that discourse exist, far from the indie / academic / game design scenes where I frequent, where no one uses the word "gamer" unironically and if you do then it marks you as an outsider and you feel awkward as the room visibly chills around you and you resolve to never use the word again. (Okay some academics like the word and use it for explanatory power, my bad, I guess it's just personal revulsion on my part, then.) People who readily identify as "gamers" don't directly hurt others, so I don't really care, so do and believe what you want.

But when that word poisons something that I actually value, like a conversation about being non-straight in society -- that's when I'm not so sure about this.

The Best Unity3D Tutorial Writer In The World

I hate video tutorials; they're slow, you have to consume them linearly / it's hard to skip around, and frankly I just don't think they add much unless cursor movements really matter, as in a ZBrush DVD or something. Textbooks (like, made out of paper) also suck because you can't click on the words.

Jasper Flick's Unity coding tutorials, then, are a revelation: a short essay, written in plain language, rendered on a clean webpage with non-patronizing glossary, just enough screenshots, and code snippets that link you to the relevant documentation. Wow.

You'll learn a lot about C# concepts / syntax too, which is what makes this series especially great, a focus on general fundamentals. So many tutorials hinge on a structure like "use rigidbodies to make enemies die" but Flick is more about "make enemies die to learn how to use rigidbodies."

The impeccable structure comes at a significant time-cost to Flick, so he's soliciting donations to add more tutorials, using a pretty novel timer mechanism.

Maybe I'll chip in. I just read his tutorial on mesh generation and custom inspectors and I feel like I can take on the world now.

Wednesday, August 1, 2012

"Mission Improbable" by Magnar Jenssen and Rick D


It's fascinating how two of the most polished Half-Life 2 single player campaigns (Magnar and Rick's newly released Mission Improbable and Adam Foster's MINERVA: Metastasis) totally ignore the gravity gun and dispense with the most iconic piece of the original game.

The implied argument, then, is that the gravity gun can't replace the sheer killing power of the AR2. The gravity gun is a gimmick, it only gets used as a last resort -- after hordes of zombies in Ravenholm eat up all your ammo.

Or maybe we, as designers, avoid the gravity gun because we can't control it. There's no "gravity gun ammo" to ration out. We have to contrive really specific puzzle-like situations to overcome how much players loathe using it: here, pick up these mines and shoot them at the chopper, or here, pick up these sawblades, or here, pick up these strider-busters.

Some last remarks: the brushwork and custom assets in Mission Improbable are meticulous. The setpieces are large and involving. There's some strong Robert Briscoe influence in the pair's interpretation of Combine architecture. Good variation of encounters and effective use of manhacks. The car still feels like an afterthought, but there wasn't much room to expand the car portion anyway, I suppose.

Anyway. It's very pretty and very playable, so give it a go.

(DISCLOSURE: I beta-tested this mod.)

Monday, July 30, 2012

Thief 1's "Assassins" and environmental storytelling.


Thief 1 and 2 didn't have an "open world" structure. They got around this constraint (and arguably, surpassed the "open world" as an organizing principle) by inventing their own level design conventions and expectations.

From the very first mission of Thief ("Lord Bafford's Manor"), there's always a safe "outside" area and then the actual "interior" you must infiltrate and mercilessly loot. The outside is usually an open space with a skybox, the public space where you can roam outside mansion walls or in city streets with little danger or penalty -- your first task is to figure out what to infiltrate and how to do it.

By the fourth mission of Thief 1 (and, what I argue, the best mission of the game) you are pretty well accustomed to this design pattern. And that's when Looking Glass flips the script a bit.

Wednesday, July 25, 2012

"Lighting Design for Level Designers" @ GDC Europe 2012 / 1st Annual Radiator European Tour

I'll be speaking at GDC Europe this year on "Lighting Design for Level Designers" at 5:30 PM on Tuesday, August 14th. That's in about 3 weeks! Yikes.

The session will focus on lighting patterns and light fixtures as ludonarrative / ludodiegetic devices, and describe some useful lighting design terminology I learned from a lighting design course I took at Parsons, how I've applied it to games, while mixing in some of the relevant bits from Randy Smith's seminal GDC 2006 talk.

Radiator readers: I'll be in London the weekends before and after GDC Europe. Feel free to hit me up, in London or Cologne, to drink beer and argue about games or something. (Tweet at me??? That's what the kids do, right?) Also, if there's some sort of RPS Social Club thing going on, I'll try to swing by that too.

Tuesday, July 24, 2012

"March" by Mindful XP


"March" is a first person art-platformer in your browser (never thought I'd type that) about a relationship by some students at Carnegie Mellon.

Brief spoilery review after the jump.

Monday, July 23, 2012

Zobeide at Lunarcade Sydney, August 3-9

Zobeide will have its public debut in Lunarcade at Serial Space, running from August 3rd - 9th. The Facebook thing is here if you're into that. Here's the scoop:
Exploration is a universal subtext in games. The ‘fog of war’ and line of sight are emblematic tropes of exploration as well as a persistent motif of video games – almost every game involves the implicit mapping of uncharted virtual or representational territory. However, interpreting exploration has a second approach: we can explore uncharted, artificial territory within a game as well as explore the meaning of a work as situated within the real world – we can explore the video game itself as an artifact for the communication of meaning.

Bientôt l’été – Tale of Tales
Dear Esther – Dan Pinchbeck
J.S. Joust – Die Gute Fabrik
Lifeless Planet – Stage 2 Studios
Memory of a Broken Dimension – XRA
Thirty Flights of Loving – Brendon Chung
TRIP – Axel Shokk
Zobeide – Robert Yang

Opening: August 3rd, 6 – 9 pm
Exhibition Hours: August 4th & 5th, 12 – 6 pm, August 6th-9th, 12 – 8 pm
J.S. Joust events – daily at 7 PM
I'm also really honored to be mentioned in the same breath as some of these fantastic games and designers! Unfortunately, I won't be able to make it to the opening -- I'll likely be locked inside my Brooklyn apartment, frantically putting together my GDC Europe talk together at the last minute -- but have a blast and enjoy some JS Joust, Australians!

Also: Thirty Flights of Loving is one of the most important games made in the last decade, so make sure you play it at some point.

Also: LONG LIVE NARRATIVE, DEATH TO "MECHANICS" AND "GAMEPLAY"! BURN IT ALL!

Saturday, July 21, 2012

Return to Zobeide.


To tell the truth, I had kind of forgotten about Zobeide. My Twine / Unity interface experiment, instead of being my own version of Unmanned's interface, was strange and broken. People kept forgetting the text was there. But after conferring with some interactive fiction people at No Show -- where one had an interpretation of the game that made it sound much more fascinating than it really was -- I think I know what to do with this.



Expect another announcement in a few days (or weeks?)...

Thursday, July 19, 2012

How to integrate Unity and Twine.

EDIT, 16 May 2013: Unity has changed their Browser to Web Player communications, but just a little. Basically, you don't use "getObjectById()" anymore, you just use "getUnity()" to get a reference to the web player -- more details here.

*****

Okay, I'm one of those people who thinks the problem with interactive fiction is that it's not sexy enough. However, I think IF, as a mode of interaction, is extremely powerful and is quite possibly light years ahead of whatever we're doing with narrative / meaning in the latest 3D whiz-bang video games.

Then one day I realized -- I could combine the CYOA tool Twine with the web player export of Unity, and the two could possibly hook into each other through Javascript. Turns out, they can.

Unfortunately, the project I used it for -- well, it didn't really work out -- but maybe someone else can use it?

The Unity Web Player has a useful method Application.ExternalCall() that can call Javascript methods on the web page. Similarly, you can call SendMessage() from a page script to call a method on a specific GameObject and even pass strings into Unity. That's the gist. If you need more help / my code snippets, a more detailed guide is here:

Saturday, July 14, 2012

The shape of crime and escape.

From "Payday: The Heist"
I went to another BLDGBLOG / Studio-X event: "Breaking Out Breaking In." This time, it was a panel with FBI agents, crime experts, and architects, all focusing on heists: what does it mean to break into a bank and how should we approach bank design?

As I sat there, I pondered a much, much, much more important question: how does it affect the ways we design video games and levels about heists. How should we abstract the heist?

Thursday, July 12, 2012

On Planet Phillip entering hibernation.

I've never really agreed with his attitude / his community's general attitude towards art and level design, but I always deeply respected Phillip's mission to exist as a hub for single player Half-Life 2 maps and mods. I'm sure it took a lot of work to keep the community running and to keep putting up new content, and I guess it was finally encroaching too much on his personal life and other projects -- so now it seems that Planet Phillip is going into a sort of hibernation.

Thanks for existing for all these years, Mr. Marlowe.

Well, I predict you're actually going to come out of retirement soon, if only briefly, within the next few months. Some little birdies have been chattering about a certain improbable mod approaching completion...

Wednesday, July 11, 2012

Tuesday, July 10, 2012

"A People's History of the First Person Shooter" at the No Show Conference at MIT.

If you'll be in the Boston area, come see me (and a bunch of smart people) talk about games at the No Show Conference running from July 14th to July 15th at MIT. Hopefully there'll be some kind of livestream or webcast thing available. I'll fill you in on those details when I get them.

My talk is called "A People's History of the First Person Shooter."

Now, I love stuff like 7DFPS, but I disagree with some of the reasoning behind it -- that the FPS genre, in particular, is creatively dead and requires an injection of indie ingenuity. That's wrong; indies have been working in the FPS space for nearly as long as the FPS genre has existed, and continue to make amazing innovative work.

It just plays into the fact that the popular history of the genre is largely a company history, written by the big winners.

My goal is to outline an alternate narrative of game developer history, to talk about the need and methodology for a game developer history, and to explicate some currents of thought running through the cutting edge of first person design in the indie scene.

(If you're in the New York City area instead, I highly recommend attending the annual Come Out and Play festival and the annual NYC MP3 Experiment, both at Governor's Island this coming weekend.)

Saturday, July 7, 2012

Rule Databases for Contextual Narrative... and spelling bees.


Valve's Elan Ruskin gave a fantastic talk at GDC 2012 on using "Rule Databases for Contextual Dialog and Game Logic" -- basically, the implementation behind the dialogue response system in Source games, most recently used in Left 4 Dead 2 and DOTA 2. I'm surprised more people haven't picked up on it because I think it presents some really effective research on procedural narrative systems.

A lot of game logic / narrative resembles a flowchart, especially with the advent of visual scripting systems like Unreal's Kismet or Twine -- resulting in this deeply entrenched concept of branching structure. Authoring and changing these individual branches is usually very expensive.

Friday, July 6, 2012

On landscape porn.



We couldn't do large, open, video game environments before. Now we can. However, this kind of power is limiting in its own way; you just see the same concepts of grand sweeping vistas, over and over. It's very beautiful and expertly crafted, but it also resembles the same stagnation of a mud-brown rusty metal corridor decorated with skulls -- a certain lack of imagination.

Conceptually, this is Thomas Kinkade, repeating, instantiating, stretching endlessly past our view frustums to infinity. It's always the same sunlit painterly natural realism with some normal-mapped ruins in the foreground.

Tuesday, July 3, 2012

A short history of non-monoplanar first person movement.


I'm working on a new game that reuses a lot of Souvenir's code, so lately I've been doing more research into non-monoplanar first person movement, meaning you're not limited to primarily moving along the X and Z axis / traversing across a single, fixed, designated "ground" plane.

Traditionally, "noclip" flying / spectator modes have been the most common form of non-planar first person movement. However, I'm not a fan of it as a movement mechanic because you're always "right side up" above a ground plane. Your idea of space never really changes because that's not the point.


Shattered Horizon (2009) was a multiplayer FPS in space, where astronauts shoot each other while hovering around asteroids. From what I can grok in gameplay videos, players can rotate and hover freely, but they almost always maintain the same common "ground plane" as if there's a "right side up" in space. Common map layout terminology and directional lighting also reinforce the idea of a "top" of the map.

Thursday, June 28, 2012

Pardon the lack of updates...

... but I've actually been working on a game, for once.


I'll finish some writing this weekend through, probably.

(Sci-fi textures by PhilipK.)

Sunday, June 24, 2012

TRIP, a crazy psychedelic first person peyote simulator, is now available for purchase and play.



"TRIP is an exploration art game featuring an abstract world. There are no objectives, there are no enemies, just you and the world."



Sounds good to me.

Saturday, June 23, 2012

Games for Change 2012, thoughts

This is from last year but it pretty much looked the same
A friend of a friend said the atmosphere was "masturbatory." I think that's about 50% accurate. Not much criticism goes on here, everyone just pumps each other up about their ventures and start-ups and whatnot. (I'm guilty of perpetuating this culture too; my "gay rant" consisted more or less of patting everyone on the back.)

But is there anything wrong with masturbation? It feels great, it doesn't hurt anyone, they should do what they enjoy -- so yeah, mixed feelings here.

I watched one presentation by the Tate, where basically they had a bunch of money and wanted to make games inspired by Alice in Wonderland -- and in a breathtaking squandering of opportunity and resources, they chose to reskin a pipe dream game / a matching cards memory game -- followed by some patronizing videos of mouth-breathing adults talking about how you used the memory in your brain to memorize cards.

And all around the auditorium, with my eyes like dinner plates, I saw people eagerly taking notes and celebrating this as something other than a profound lack of imagination that utterly betrays its subject material.

One feels almost as if G4C could use a bit of the drama that engulfs GDC / IGF each year.

Thursday, June 21, 2012

Text of my "Gay Rant" at Games for Change 2012



I spoke at Games for Change 2012. It was very well-received, and I'm so relieved because I wrote and re-wrote this speech like 20 times, revising it constantly in the nights before the festival. Here's the full text, though I ended up flubbing some of the lines as well as running a few seconds over.

Hi, I'm Robert Yang. I'm an indie game developer as well as a practicing homosexual.

Monday, June 18, 2012

"How to “Get Better”: Approaches to LGBTQ-relevant Video Games" at Games for Change Festival 2012

So on Tuesday, I'll be speaking at the 2012 Games for Change Festival at NYU about gay stuff in video games. Me and MIT-Gambit darling Todd Harper were originally going to tag team it, but as the schedule got finalized, the logistics for Todd zipping down here got less tenable, so now I'm just going to be dancing on my own.

I've been scheduled in a 5 minute time slot labeled "Rants" on Tuesday at 12:15 noon, on the main stage. That's just 5 minutes to foam at the mouth about heterosexual tyranny!

It's been difficult writing this talk because I don't really know the demographics of the audience here -- from what I can grok, it's mostly government / NGO education groups, some private sector education people, and the odd sprinkling of AAA game industry. (That means no Mass Effect jokes; that means an entire audience will lack fundamental video game literacy for a talk about video games; that means I'm screwed.)

But, uh, we'll see how it goes.

Friday, June 15, 2012

Dan Lockton's Design with Intent


I remember reading Dan Lockton's original PhD blog, like, 5-6 years ago, and being impressed by his ability to explain usability concepts with his many real-life examples. One of the bigger problems in usability design today, I think, is that it's often theoretical or just pulls the rote academic examples from Donald Norman.

What I like best about Design with Intent is that it doesn't preach usability or design as a religion: bad design and obfuscated design, just like good design, can be important tools depending on your goals.

Anyway. If you're not familiar, and you have some sort of interest in level / game / any design at all, then flip through this slideshow and let Lockton crack a few eggs of wisdom on you.

Wednesday, June 13, 2012

7dfps, halftime report


Hey! I've been chugging away on my 7 Day FPS entry, "The Leaden Circles," a single player squad FPS based on Virginia Woolf's novel Mrs. Dalloway. I was planning on cross-posting all my updates here, but I decided it would've been too much, so read all my daily dev posts over there.

I also want to draw your attention to some other entries I've been watching:

"Table For One" tasks you with being an utter glutton, re-imagining Dinner Date as a physics puzzle with a playful Natural Selection-ish skulk cam perspective (best. view model. ever.) because hey, don't we see with our mouths sometimes? The current build is absurdly difficult, at least to me, so I hope he makes it easier!

"Europa Concept" looks like some sort of high fidelity sci-fi survival thing about crash-landing on one of Jupiter's moons (Europa is one of Jupiter's moons, right?) and managing your inventory and crafting and shooting, or something. The developer's quite a Unity veteran, so I'm sure this'll be pretty slick in the end.

Friday, June 8, 2012

7dfps: The Leaden Circles, prep

(I'm making an FPS in 7 days, as are many other designers. This is cross-posted.)

"One feels even in the midst of the traffic, or waking at night, Clarissa was positive, a particular hush, or solemnity; an indescribable pause; a suspense before Big Ben strikes. There! Out it boomed. First a warning, musical; then the hour, irrevocable. The leaden circles dissolved in the air."

Mrs. Dalloway is a novel by Virginia Woolf about a rich white lady in 1920s London throwing a party for a bunch of random acquaintances she doesn't really care about. She does it because she likes the attention and it's good for her husband's career.

It's also about a smart-ass white dude coming back from India who judges everyone.

It's also about a depressed World War I veteran who's going insane, hearing trees sing in ancient Greek. It's also about.... well, 20 other people.

It's not an easy read on the first try. Virginia Woolf wrote it in a "stream of consciousness" style, meaning you go back and forth between different characters' heads, often without warning -- sometimes several times in a paragraph. Sometimes you're reading what he thinks she thinks he thinks, as filtered by her (?!) but trust me, it's rewarding. Part of the idea behind making this is that hopefully it'll make the logic and systems governing the book (novels and narratives are systems!) more apparent.

Now, most of the different book covers feature a portrait of some random lady on the front... which totally misses the point. My favorite version is the one above, Wassily Kandinsky's Akzent in Rosa (1926). Sure, the book is about a Mrs. Dalloway, but it's also about consciousness, some kind of unseen universe on the edges of human comprehension.

My plan is to adapt Mrs. Dalloway as "The Leaden Circles," a single player squad shooter with a stream of consciousness mechanic, kind of in a Space Hulk format. You'll ping pong between the different characters, chaining together thoughts, memories, and feelings -- and to win, you have to get this rich petty vapid white lady to feel something deeply profound at the end of the day.

I'll be using Unity, C#, Maya, Audacity, Photoshop, and source material from Virginia Woolf, CGTextures, FreeSound.org.

Let's do this, and good luck to everyone!

Monday, June 4, 2012

PCG UK #240, "The Weird Future of the FPS"


I'm published! In print! Unfortunately it's pretty difficult to find a copy of PCG UK if you live outside of the UK, but I'll be giving a longer, more comprehensive talk on FPS past / present / future at the No Show Conference on July 14th / 15th at MIT.

Thanks to PCG UK Deputy Editor Mr. Graham Smith / modding pal from way back when.

France Diaries: sketches + a 3 sentence review of "Game Feel"

I'm in France right now. This is part of a series of game architecture diaries about France.

If anyone thinks I'm qualified to offer advice to beginning level designers, then here's that advice: draw, even if you're awful at it.

Wednesday, May 30, 2012

France Diaries: Infinite Omaha.

I'm in France right now. This is part of a series of game architecture diaries about France.

Walking through French farms and wandering Parisian streets has been somewhat unreal because merde, I've been here before... even though I haven't. Among all the Omaha Beaches, the Caens, and the Parises I've visited, the layout has been new and foreign, but the architectural language and landscapes are always familiar. It's the same place but it's also not.

Sure, we've all visited countless virtual New Yorks and Londons and Iraqs too, but France is different.

France, as depicted in military shooters, has always been the battlefield of stone farmhouses, green fields, medieval towns, cathedrals -- and it's up to the Americans to sprint up the beach and save this poor bleeding land. It's surprising, then, to discover that France's France is not a smoldering ruin covered in grass sprites.

Friday, May 25, 2012

Balls and conversation; let's narrativize the sports genre.

The mechanics in baseball video games usually work like this: the pitcher chooses between a fastball, a slower pitch (change-up), or one that rapidly sinks / curves (breaking ball). The batter tries to predict the trajectory of the pitch to hit it. Both players try to fake each other out. It's rock paper scissors with a heavy element of timing.

However, I'm making a game about a specific pitcher named Troy Percival, and Percival rarely threw slow pitches. In fact, he pretty much only threw fastballs -- but they were deadly, among the speediest fastballs in the history of the sport.

Bases loaded, Jeter at the plate? Percy threw fastballs.

Sunday, May 20, 2012

Parsons post-mortem: "Games and..."

Parsons is a bit of a secret games school: they don't advertise much, and the students / faculty rarely shill for the program. (I'm an exception, I guess.)

I enjoyed my time here, but it's not for everyone. I find most prospective students are trying to decide between Parsons / NYU / USC or something, so this post is mostly tailored to them. (There's also a tl;dr at the bottom.)

Here are, what I think, the strengths of studying games at MFA Design and Technology at Parsons:
  • Diversity. A Model UN's worth of international students. About 40-50% of the students / faculty are women. Also, there's a healthy LGBT presence and culture, e.g. some of our bathrooms are branded "gender-inclusive", and ~10% of our cohort was LGBT. Some students are 36 year old engineers; some are 24 year old dancers and biologists. Altogether, this makeup is VERY rare in the monoculture that is the technology / games field.
  • Breadth. You will go to gallery openings and interact with the larger New York City art scene. You will learn soldering, coding, and typography. You'll get a general sense of where the "new media" art scene is at, to the point where you can go to a MoMA exhibition and yawn at their curation with knowing confidence.
  • Flexibility. If you realize you're not into games so much, you can totally do something else without any disruption toward your degree. Start welding something! Sew a dress! Make a video performance! Grow algae batteries! Build robots! Just start doing it and you can.
  • Maturity. MFADT is a very old program (15+ years old?) compared to most dedicated games programs. The veteran faculty know what they're doing. The courses and curriculum generally work.
  • New York City isn't AAA! The NYC indie scene is among the strongest in the world, with frequent meet-ups and events. Killscreen and Babycastles regularly partner with museums to do stuff, and there's always at least one games-related thing going on every weekend.
Now, as for the gaps in the program, I actually regard them as strengths, but I understand people see things differently -- so here are the "weaknesses"...

Wednesday, May 16, 2012

Levels to Look Out For, June 2012: "Future of the FPS"

I don't normally theme these posts around anything, but these three indie FPS experiments share so much DNA that it's impossible to ignore. They're all very grounded in digital / virtual / "futuristic" aesthetics, but they're confident to sometimes let that futurism be incredibly alien. Also, I'd hazard a guess that few of these designers have worked on many FPS games in the AAA manshoot tradition, but these "outsiders" are the future of the FPS.

(Coincidental but shameless plug: if you pick up a recent issue of PC Gamer UK, there's a "Future of the FPS" feature I wrote, though I guess it's already inaccurate now, seeing as I've neglected two of these beauties...)

Dirac by "Orihaus"
Descriptions offered so far seem intentionally cryptic and foggy -- a multiplayer co-op wandering survival sim (?!) with an emphasis on atmosphere over gameplay, set in a stark Mordor-Tron world, with a little help from Structure Synth. What grabs me most is how the forms are so mechanical yet still incredibly abstract and inscrutable. You always see generic sci-fi corridors with gubbins and doodads embedded in the walls, and they're always encoded as "electrical panel" or "fuel pipes" or something. They're obsessed with being knowable because supposedly that's good design; I think Dirac shows how nice just a shape can be. (Unfortunately I missed the last multiplayer playtest, but there's another open test coming up on May 20th at 8 PM EST, just meet in #merveilles IRC on esper.net. Check the TIGSource thread for the most recent schedule.)

Sunday, May 13, 2012

Souvenir and abstraction.


I was the main artist on Souvenir and did the bulk of environmental modeling / level design / art effects. The cypress tree and archway were one of the very first things I made.

Back in September, we realized that if there were any limits on what Souvenir would look like, it would probably reflect my own personal limits as a novice 3D hard surface modeler, as well as my partners Ben and Mohini who weren't incredibly experienced artists either. (Know thyself!... and judge others, I suppose, too.)

We needed an art style that would emphasize simpler forms with very little surface detail, and we made a very early decision to pursue a papercraft / untextured color direction. Otherwise, the UV mapping required would be time-consuming and cost prohibitive and wouldn't really look good anyway because I'm not a great painter. There were also huge performance gains in using just one small palette texture for virtually every environment mesh in the game; that means Unity can batch all the polys efficiently and reduce overall draw calls.

Our early experiments with the mechanic indicated that falling / shifting over long distances felt good... Which meant that our final game world had to be huge, and that most of the world would be experienced from afar as silhouettes and shapes. (Again, our mechanics suggested that investing in surface detail was pointless.)

Wednesday, May 9, 2012

Souvenir prototype (build 08) is public!

You can play an early version (and by early, I mean still really unpolished, buggy, and unfinished) of our collaborative thesis at Parsons: "Souvenir." It's basically VVVVVV + Proteus + Dear Esther + a bit of Portal. For some of the thinking behind the design, read "Against Puzzles?"

Here are some bugs / glitches / issues we already know about:

Monday, May 7, 2012

"What were the main trends of GDC 2012?"

So I checked my spam folder and found out I'm signed up for this thing called Quora, which wanted me to answer the question, "What were the main trends of GDC 2012"... which I found compelling because lately I've been wondering, who writes game developer history? Who decides "what happened" and where? What goes in the Wikipedia entry?

Here's how I answered, with a heavy indie bias. I invite competing accounts in comments or on the Quora thing if you happen to have a Quora thing:

What were the main trends of GDC 2012? 
Like, what were people talking about? What was on their minds?

Friday, May 4, 2012

Wot I Think: "Indie"

Context: http://www.rockpapershotgun.com/2012/05/03/why-indie-has-become-a-bad-word/

The mild Socialist streak in me says:
  • Don't let EA co-opt a word. Don't let EA set a dangerous precedent, the moment when this golden age ends.
  • Nothing is inevitable. Fight back. Define indie ourselves by performing it.
The linguist / English lit student in me says:
  • Indie will mean whatever it will mean. Linguistic prescription, toward more use or less use, is pointless.
  • Words do not have to have stable meanings to be useful / important. "Occupy" = "we're pissed off about something" + _____. In the same way, "Indie" = "there should be more kinds of games" + _____.
The indie game dev in me says:
  • I'm indie because I say I'm indie. Now leave me alone so I can make some games; why don't you make yourself useful and go gossip about the new Call of Duty guns DLC trailer or something.
  • I DON'T CARE. STOP BEING BORING. TALK ABOUT SOMETHING INTERESTING.

Thursday, May 3, 2012

Ode to Neil / Jed "Wunderboy" Jedrzejewski

The Source modder community has always been a bit apocalyptic, but still its community leaders generally kept things going. Jed has been one of the most selfless and important mod tool developers out there since 2002: his updated Half-Life 1 model viewer with alpha texture support, his collaboration with Nem on VTFEdit / VTFLib, his early work on 3DS Max plugins, and the VTF Thumbnails plugins... all his tools were utterly indispensable.

On April 8th, he announced his "retirement" from the mod community, citing real-life stuff / general disenchantment with modding / the stagnation of his own Source mod, Ham & Jam.

I won't chastise Valve. Given what we now know from their employee handbook, you'd do the same too: you'd work on Half-Life 3 or Portal 5 or something new entirely, with all of your friends, instead of fixing an outdated SDK for an old engine branch that a handful of ungrateful fans use. Would you rather do fulfilling work or thankless work?

Anyway. Thanks for everything, Jed.

Sunday, April 29, 2012

What makes "good" writing on level design?

Liz Ryerson recently did a great write-up of level 5-5 from Wolfenstein 3D (and makes a good case for the surrealism of 4-3) and it occurred to me that there's a pattern to this type of writing -- it's usually very specific, talks only about a single level (but contextualizes it within the whole game), and makes ample use of screenshots to help the reader understand the layout.

Writing about level design is incredibly important because we often run through levels so fast and understand "the language of games" so intuitively that it can be difficult to verbalize and explain. In playing levels, they exist more as tools to express our intentionality, not as objects to be studied and examined. The reality of it is that it would take a long time, or sometimes it's very difficult, to gain the type of fluency in platformers or Wolf3D that the best levels require.

But this is how we do research -- we make games and play the ones we can. Articles and essays are the best way to learn about levels that you haven't played / can't play.

Here are two authors of "level criticism canon" that, in my mind, show us how to do it...

Saturday, April 28, 2012

CFP: Critical Information 2012 @ SVA / watch me talk briefly about Handle with Care.

I know a few grad students (you poor souls) read this blog, so I thought I'd share a CFP for a grad student conference I participated in last year -- Critical Information is pretty small, but the intimacy helps you engage the people with the people actually sitting there.

The rooms were small, which meant every talk was a "packed" house. Unfortunately I had to leave after I presented, so I didn't see any of the other panels, but I'd say SVA is a pretty cool place -- and they're clearly somewhat video game / new media friendly. If you'll be in the NYC area / or can travel there somewhat easily, consider submitting your project or research. (Also, the small size means less competition.)

Some people were asking about a video? Here's a highlights reel they put together of my group's session. (Note to self: next time, shave.) Also, see if you can pinpoint the exact moment in the Q&A when I enraged an entire room full of gender studies scholars... or, uh, hopefully they edited it out?

Wednesday, April 25, 2012

On "Joiner", detail, and greeble.

Joiner is a command-line pre-compile brush generator by prolific TF2 mapper Timothy "YM" Johnson; you make several brushes to represent the volumes of your rooms, run your VMF through it, then out comes another VMF with all the struts and support beams built and textured for you.

I find Joiner fascinating because it's also (an unintentional?) commentary on TF2 design styles: rooms are still composed mostly of simple rectangular planes that join at 90 degree angles -- that's the actual functional level geometry, but a typical player would recognize that as undetailed and thus as an unfinished / crappy map. What Johnson has made is not a "make level" button, but rather a "make detail" or "stop players from whining" button. The purpose of these struts is to cover the surface in a sort of greeble, so the player won't be distracted in comparing its perceived quality against other maps with "better" detail.

Surface detail is a paradox. It is "necessary" to exist in front of the player, but it exists to be more or less ignored.

Saturday, April 21, 2012

Levels to Look Out For, May 2012.

These are some unreleased levels / environment WIPs I've seen posted around the internet, along with some brief commentary.

Island of the Dead, by Mac "macattackk" Hart.
Hart bases this CryEngine3 environment off the Arnold Bocklin's notorious Isle of the Dead paintings. What I really admire here is the masterful control over materials; the normal map on the rocks is really important to ground the unorthodox shape of the rock. It's a really surreal treatment of realism that, I think, is really subtle and difficult to pull off -- a desaturated, muted palette that somehow isn't boring. What I like most about this piece, though, is that Hart is actually fleshing it out into a level. He could've stopped with this one view and one camera angle to produce a diorama / portfolio piece, but now it's actually turning into a legitimate space as he extrapolates the painting's original style.

Wednesday, April 18, 2012

Why game architecture matters, and the reality / unreality of de_dust.


(This architecture criticism post was cross-posted to my department's research blog, Game @ Parsons. In general, I post my architecture criticism stuff there.)

Last July, the German new media artist Aram Bartholl secured funding from Rhizome to begin building de_dust, a popular video game level, as a 1:1 scale model cast out of solid concrete. It would be a crime to paraphrase his concisely argued rationale, so I’ve pasted a large chunk of it here:
“Computer games differ from other mediums such as books, movies or TV, in that spatial cognition is a crucial aspect in computer games. To win a game the player needs to know the 3D game space very very well. Spatial recognition and remembrance is an important part of our human capability and has formed over millions of years by evolution. A place, house or space inscribes itself in our spatial memory. We can talk about the qualities of the same movies we watched or books we have read.

Sunday, April 15, 2012

How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum.

(I attended PAX East on a scholarship from the IGDA, for which I'm grateful. They also facilitated a lovely lunch with Tom Lin of Demiurge Studios, some neat studio visits, and other things. Thank you IGDA.)

(Also, a warning: this gets pretty dramatic, but I hope it comes off as honest.)

First, understand that PAX East is actually made of two conventions. Literally, a gigantic wall divides the analog (card and board games) from digital (the video game industry).

In game design, it's popular to say that analog and digital games are the same at their cores, because they both depict systems -- and PAX East is the place where all that rhetoric utterly falls apart. One side of the convention floor is a quiet and personal pastime, the other is a deafening business. If you're a games academic or optimistic indie, this dissonance will test your faith, because here the game industry teabags your entire face with its cancerous scrotum.

For sure, there are good parts of the game industry. But here, it is clear that the bad parts still completely control the entire body, erecting giant temples to its glory. Me and many indies felt alienated, and relatively alone in our alienation. This is the weekend when you're painfully reminded that Anna Anthropy's idealism remains mostly just idealism. (... for now.)

Saturday, April 14, 2012

"Real Life Goldeneye 64"



The most compelling part of Real Life Goldeneye 64, to me, isn't how they mimicked the pathfinding / enemy animations. To me, it's the way they used Let's Play culture ("I'm using save states") to justify the editing choices, and more impressively, how they kind of mimic the "feel" of moving and aiming in Goldeneye 64.

The game had a strange kind of floatiness to it, mainly caused by the control scheme -- the N64 controller only had one analog stick (unlike the dual-stick standard now mandatory for all consoles) which meant one control had to handle both moving AND looking. To freely look around, you'd have to hold "R" (one of the shoulder bumper buttons) to aim, which also meant you had to stand in-place while your arm wildly flails around the screen. And as this video reveals, people are actually kind of nostalgic for it.

Thursday, April 12, 2012

Come see CondomCorps and others @ Spring Fair


If you're going to be in the New York City area on Sunday, April 15th, come check out my department's first ever "Spring Fair" -- basically, we're all just going to show the random stuff and side projects we've been working on for the past semester. I'm planning on debuting the newest version of CondomCorps (now with romantic subplots!) and I know my classmates have plenty up their own sleeves; there'll be plenty of games, robots, interactive installations, and just plain cool shit.

Come pop in for an hour or stay and hang out / mingle with Manhattan's technorati!

We'll be at 6 East 16th Street, 12th floor, right off the Union Square stop. Sunday, 1-6 PM. (map)